General Barron 0 Posted April 6, 2004 Okay, no one get excited or anything, because this isn't a new version of ECP or anything big like that. What I have done is made a few minor changes to some basic 'man' class config items. They are some small steps towards making the game's AI more realistic. Grab it here. Â My hope is that you will try this config out on missions that you already have played and know very well. That way, you will be able to notice the differences in the way the AI acts (see the changes below). Let me know what you think. Note: You need the dynamic range ECP addons to use this config. To use: Simply BACKUP your old ECP config.bin, and replace it with this new one. Here is what I have done: Made footsteps louder, especially in terrain such as forests, sand and gravel. The result is you can now hear it when a squad of men are running through the forest. Made other sounds louder too, such as crawling, falling dead, and throwing a grenade. Increased formation spacing from 5 meters to 10 meters. Now one grenade can't kill most of a squad (that is why in real life formations are spread out at least 10 meters between each man). Would have made spacing 15 meters, but formation became too extended with full squads, especially in areas of limited visibility. Increased the perception abilities of men. This is the biggest and most important change. The AI can now hear better and see further. Enemies will now spot and engage opponents from longer distances, just like we human players have been doing all along. *NEW* Added a noticable 'wobble' to your aim. Standing gives the most wobble, and prone the least. Similar to what it looks like when you are injured or tired. This also has an impact on the AI's ability to aim, without the need of high dispersion weapons. Share this post Link to post Share on other sites
Gordy 0 Posted April 6, 2004 How about changing the BIS models? Share this post Link to post Share on other sites
General Barron 0 Posted April 6, 2004 We are working on that at the ECP. It will come in due time, along with some other major overhauls and improvements. For now though, I'm testing this stuff out, to possibly be included in later versions. Share this post Link to post Share on other sites
Gordy 0 Posted April 6, 2004 cool. Defenetely will try. Share this post Link to post Share on other sites
void_false 1 Posted April 6, 2004 Quote[/b] ]Increased the perception abilities of men. This is the biggest and most important change. The AI can now hear better and see further. Enemies will now spot and engage opponents from longer distances, just like we human players have been doing all along. I'm afraid i dont agree with u  AI already spots enemies pretty well, and if using correct behaviour and correct waypoint, it is engages as well. So you just increased difficulty level Who sad that it is bad? me not! i dont try to find easy ways! however i smell that few ppl will begin to cry Edit: tried it! first impresssion - pretty cool! I played my 2 beloved missions: steat the car and clean sweep. I have completed this missions million times? but now i got new breathe Now i can hear how this bastard crawl and hear how his body hits the dirt half mile away Then clean sweep. Mission became bit more difficult. first time i lost all my squad. then got couple of bullets into chest and grenade for Dessert Exellent work m8! BTW did u increase bullets' sound? Because i feel now when i need to keep my head low Share this post Link to post Share on other sites
Locke@Germany 0 Posted April 6, 2004 The first step in making OFP's Enemys a bit realistic would be to give em "realistic" configured weapons and not the Crap BIS ones Share this post Link to post Share on other sites
Guest Posted April 6, 2004 Hmm... I don't hear the grenade explosions anymore with it?! Are there two versions of DynRan available?? Share this post Link to post Share on other sites
void_false 1 Posted April 6, 2004 Locke@Germany, you should think twice before posting such things If you dont like what BIS made then dont play OFP anymore Share this post Link to post Share on other sites
Locke@Germany 0 Posted April 6, 2004 Locke@Germany, you should think twice before posting such things  If you dont like what BIS made then dont play OFP anymore  The Crap BIS Weapons got the same balistics , same engagementranges and same rate of fire they are using even the same ammo, so by defining new ammo you can easy change the way the AI acts with weapons Share this post Link to post Share on other sites
Gollum1 0 Posted April 6, 2004 Locke@Germany, you should think twice before posting such things If you dont like what BIS made then dont play OFP anymore WHAT!? No matter what you think of BIS, the the weapons are CRAP compared to some others that are out. Fact. "then don't play OFP anymore", that's just...absurd! I don't understand how you're thinking at all. Share this post Link to post Share on other sites
void_false 1 Posted April 6, 2004 what you are talking about now is S-P-A-M! i've been enjoing YoUr cRaP biS weapons for almost three years already. And will enjoy! nevermind what yOu say. Remember Retaliation campaign? they didnt use any yOUr new super ultra addons, but campaign was brilliant. BTW, yOUr nEw suPeR ulTrA weapons with their high quality are causing LAG! How could they have same engagement ranges? first engage snipers then machinegunners then others. It's pretty realistic, no? Quote[/b] ]they are using even the same ammo lol! how could it be then? Share this post Link to post Share on other sites
Gollum1 0 Posted April 6, 2004 what you are talking about now is S-P-A-M! ...what? Do you even know the meaning of the word? OK, you enjoy BIS weapons (and apparently have a 5 year old computer), Locke does not, that doesn't mean that Locke should "stop playing OFP". I can't believe I'm having this conversation. Share this post Link to post Share on other sites
Locke@Germany 0 Posted April 6, 2004 These are some specs of the Weapons you are enjoying so much AR's maxrange = 250m  MG's maxrange = 450m  Large MG's (.50cal) = 500m  Realistic would be AR's = 350 - 500m MG's up to 800m Large MG's up to 1200m Makes OFP whole new game Playing whith these Settings Share this post Link to post Share on other sites
void_false 1 Posted April 6, 2004 me too cant believe we have this conversation! We are talking O-F-F T-O-P-I-C-!!! We are supposed to discuss new ECP config, but not sweet BIS weapons Share this post Link to post Share on other sites
@cero 0 Posted April 6, 2004 This smells like topic locked I think that the BIS weapons are allright for when the game came out. Nowdays they are way outdated, and is many addons around with better textures, sounds, models and configurations that performe just aswell in my PC. I can't stand the sounds, and this is just for starters, but even so, BIS made an exelent job for what they had. Whe OFP2 come out we will be seing something very different. Back on topic. I don't been using ECP sense the second update came out, and I stoped using GMR at about the same time, but I think I'll rearrange my mod folders and try this configuration. Thanks General Barron, most appreciated. @CERO. Share this post Link to post Share on other sites
MEDICUS 0 Posted April 6, 2004 **Increased formation spacing from 5 meters to 10 meters. Now one grenade can't kill most of a squad (that is why in real life formations are spread out at least 10 meters between each man). Would have made spacing 15 meters, but formation became too extended with full squads, especially in areas of limited visibility.**Increased the perception abilities of men. This is the biggest and most important change. The AI can now hear better and see further. Enemies will now spot and engage opponents from longer distances, just like we human players have been doing all along. Very nice! I especially enjoy the second one (the increased AI abilities)! Â The increased formation spaces are good work, too. It's annoying if your whole squad gets killes by only one grenade. Or if you are able to kill an ai patrol with only one handgrenade/rifle-grenade. Quote[/b] ]**Made footsteps louder, especially in terrain such as forests, sand and gravel. The result is you can now hear it when a squad of men are running through the forest. Made other sounds louder too, such as crawling, falling dead, and throwing a grenade. I agree with the forest and gravel -terrain, but sand? Afaik you wouldn't hear anyone running on sand. That should be really silence. Sand deadens the sound of steps really good. Anyway, great work Baron! Mfg MEDICUS Share this post Link to post Share on other sites
Jmaster33 0 Posted April 6, 2004 The AI being able to see you further away is all well and good, but only if they react properly afterwards. If they have spotted you, and you haven't spotted them, they are going to try and sneak closer and ambush you. Unfortunately with the current AI this isn't possible, they will just go prone and shoot randomly in your general direction with thier stupidly high accuracy. Share this post Link to post Share on other sites
General Barron 0 Posted April 7, 2004 Thanks for the replies, guys. Quote[/b] ]The first step in making OFP's Enemys a bit realistic would be to give em "realistic" configured weapons and not the Crap BIS ones I agree. BIS weapons are WAY too accurate (especially from standing) and way too little recoil, in general. Don't worry, we're going to work on that little bit too . However, I don't want to see a huge argument erupt here over this kinda stuff. If you have fired an m16 or similar rifle from standing, you would know that it is pretty difficult to hit targets that are a couple hundred meters away. Even harder with all that gear/armor on. But in OFP, your aim never shakes, making such feats easy. The only way to compensate is to up the dispersion. Recoil should be upped too for many weapons. Anyway, that isn't the discussion right now, but thoughts and feedback on the subject is still welcome (just no arguing > ). Quote[/b] ]I agree with the forest and gravel -terrain, but sand? Afaik you wouldn't hear anyone running on sand. That should be really silence. Sand deadens the sound of steps really good. You may have a point there. I'll have to put on my boots and go running up and down the beach just to be sure ::). Basically I 'eyeballed' all the sound volumes, so of course I may have made judgment errors on certain things. But that is why I posted it for feedback Quote[/b] ]The AI being able to see you further away is all well and good, but only if they react properly afterwards. If they have spotted you, and you haven't spotted them, they are going to try and sneak closer and ambush you. I agree, OFP's AI have fairly limited brainpower. Give it a little credit though; the AI actually do flanking menuevers, and they will have a guy (the squad leader) stay in position to cover the rest of the squad. But usually you kill them before you can even see how they react Anyway, the first step towards better AI is to take their blinders off. To let them see and hear as far as you the player can. That is what I am toying with here. The next step will come to the ECP in due time. We are working on some AI improvement scripts to make the AI smarter with better tactics. But before we can make them react better to the enemy, we need to make them see the enemy better. Share this post Link to post Share on other sites
Jmaster33 0 Posted April 7, 2004 That is true, but the annoying accuracy of the AI is going to make long range sight a bit of a nuisance until that can all be sorted out. I really like the way the recoil is in the FDF mod, and it'd be great if ECP had something similar, or maybe just optional, high recoil or normal recoil. I really like the footsteps thing though, that's a great idea and it makes things more realistic when you can hear a squad moving through a forest or something. Only problem is with that is that special forces are going to be trained to make almost zero noise, so that's going to reduce realism a bit there, while also knocking it up. Is there anyway to define how loud a units footsteps are by what unit it is? I do give the AI a bit of credit, I mean they have slight intelligence they just seem to overuse the prone position and have no realisation of danger. Keep at it though, I'd love to see a major AI overhaul in ECP with added realism in things like recoil and accuracy. Also the tactics they use, only firing when necessary, trying to ambush, reacting quicker. It could make OFP a lot deeper and more atmospheric as well when you hear that squad approaching from behind you. Share this post Link to post Share on other sites
General Barron 0 Posted April 7, 2004 Quote[/b] ]Only problem is with that is that special forces are going to be trained to make almost zero noise, so that's going to reduce realism a bit there, while also knocking it up. Is there anyway to define how loud a units footsteps are by what unit it is? Yes and no. I can make footsteps quieter for blackops and spetznats (default BIS units), but most addons inherit from the "man" class, not the "blackop" class (which itself inherits from the "man" class). So most likely, 3rd party addons, SF or not, would use the louder, default footsteps sounds. Good idea though; I will likely reduce the noise for atleast the BIS blackops and spetsnatz. Quote[/b] ]I really like the way the recoil is in the FDF mod, and it'd be great if ECP had something similar, or maybe just optional, high recoil or normal recoil. Like I said, we are going to work on more realistic weapon dispersion/recoils. We will most likely add yet another config (including replaced BIS models, reconfiged weapons, and my changes I'm testing here), so people can choose which one they want. Share this post Link to post Share on other sites
rjjr 0 Posted April 7, 2004 I have a question. I found a way to add units to your config, but are the updates made into the bullets or built into th AI itself. Need to know if I could equip them with the Marine Assault Pack Weapons and Textures Share this post Link to post Share on other sites
General Barron 0 Posted April 7, 2004 Not sure what updates you are referring to, but no, none of the changes are in the weapons, magazine or bullet configs. All of the changes are under the base "man" class, so you shouldn't have any problems using the MAP models and weapons. Share this post Link to post Share on other sites
void_false 1 Posted April 7, 2004 If u implement FDF's handshake it would be gr8! And it's probably would increase difficulty level As far as i remember, CSLA used some firedipression script to make AI's fire inaccurate at long distances. However i noticed some problem with it: when you put dozens of machinegunners (CSLA's MGs have really fast fire rate ) and they start fire, my PC almost frezes Because this script is used on EVERY bullet in the air it really loads CPU So plz if u make AI's fire inaccurate - use FDF's method. At least it not LAGGING. Share this post Link to post Share on other sites
-BlackDeath- 0 Posted April 7, 2004 @General Barron "If you have fired an m16 or similar rifle from standing, you would know that it is pretty difficult to hit targets that are a couple hundred meters away" I'm in the National Guard and i dont have a problem hitting targets at 200meters away standing. Hell i can hold my m16 in one hand extended from the body and fire it. It doesnt have much recoil at all alteast to me maybe if you get a 3'9 person with a kids body you'd gete recoil like the fdf mods but a normal 6'+ person doesnt have much of a recoil problem. and i do believe ofp's soldiers are modeled on a 6ft scale. Anyways Just figured i would throw in my 50 cents on the whole recoil issue. Sincerely, BlackDeath Share this post Link to post Share on other sites
void_false 1 Posted April 7, 2004 heh, looks like we got rembo here (and plz dont take it offencive ) Share this post Link to post Share on other sites